scholarly journals DEVELOPING BOOK ABOUT THE POTENTIAL OF TOURISM HISTORY IN PAKU URBAN VILLAGE OF KAYUAGUNG CITY

JURNAL SMART ◽  
2021 ◽  
Vol 7 (2) ◽  
pp. 40-49
Author(s):  
Andika Andika ◽  
Mulyadi Mulyadi ◽  
Hermansyah Hermansyah ◽  
Aswadi Jaya

English teaching reading material book currently does not have local content or are still national content and are not very interesting enough. The purpose of this study was to develop a book about the Potential of Tourism History in the Paku Urban Village of Kayuagung City This study used to research and development methods. The results of the English teaching reading material book based on history and local culture overall obtaining an average value of 4.04 with the category was "very good" and the level of feasibility of 80.7% and declared was feasible for use.

Author(s):  
I Putu Indra Kusuma

This research and development (R&D) aimedat 1) developing reading material for the fifth gradestudents of elementary schools in tourism area, and (2)investigating the quality of the material developed. Togather the data, this study used scoring rubric,questionnaires, observation sheets, interview guide,and test. This study used the development modelproposed by Sugiyono (2011) and was developed basedon the characteristics of good reading materialproposed by Tomlinson (1998). The results showed that(1) reading material was developed by involving someof local contents and (2) reading material had highvalidity and practicality and was proven to be effective.It then can be concluded that to make good quality of areading material, the development of it should involvelocal content and should be based on the criteria ofgood material.Keywords: Reading Material, Tourism Area, LocalCulture


2021 ◽  
Vol 7 (3) ◽  
pp. 364
Author(s):  
Muhammad Ichsan ◽  
Yusrizal Yusrizal ◽  
Mursal Mursal

The purpose of this study was to determine the feasibility of student worksheets based on the REACT model in increasing motivation on Newton's law material at the Aceh Aviation State Vocational High School. This study uses research and development methods with the ADDIE model. The results obtained are the average value of the validator's assessment shows a value of 87.3% with a very decent category, as well as the results of the gain classification to see an increase in student motivation of 0.61 which is in the medium category. It was concluded that the developed student worksheet based on the REACT model was feasible to use and could increase students' motivation on Newton's law material at the Aceh Aviation State Vocational High School


Author(s):  
Liza Wiwita ◽  
Marice ◽  
Wisman Hadi

The aim of this research is to validate of experts to the module writing short text base on character education. This research method uses the Research and Development (R&D) method (in Tegeh, et al, 2014: 7) saying that research and development methods are research methods used to produce certain products and test the effectiveness of certain products. The result is Material expert validation on content eligibility assessment is in very valid criteria with an average value of 85%. Feasibility of presentation is very valid criteria with an average value of 90%, and language eligibility is very valid criteria with an average value of 87%.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Amin Nasir ◽  
Salamatun Nafi’ah

This research is a research and development on Arabic extensive reading materials using storybooks based on bilingual parallel text. The purposes of this research are to find out the steps in developing Arabic extensive reading materials using storybook based on bilingual parallel text for MA NU Miftahul Falah students and to find out the feasibility of the storybooks and the students responses. This research is a type of research and development. This study uses Richey and Kleins’ model but with some modifications, the stages of this research are: Planning, which is the activity of making a product plan that will be made for a specific purpose. This stage begins with a needs analysis carried out through research and literature study. Production, which is the activity of making products based on the designs that have been made. Evaluation, namely the activity of testing and assessing how high the product has met predetermined specifications. The results of the study, namely the average validity of the storybook that has been developed with all evaluation aspects is 3.49 so it is classified as valid. The evaluation results also show that the product is suitable for use, and the average value of student responses is 84.2 and is in the very good category. Further research needs to be done to determine the effectiveness and efficiency of the product with a wider sample


2019 ◽  
Vol 2 ◽  
pp. 111
Author(s):  
Jhoni Lagun Siang ◽  
Bahrudin Hasan ◽  
Lukman Tamhir

The purpose of this study is to: (1) produce video lessons that are feasible to be applied as learning media. (2) knowing the feasibility of learning videos so that they are feasible to be applied to learning media. Development of this learning video uses research and development methods or Research & Development which produces learning videos. This development research uses Allesi and Trollip method, which includes 3 steps of development, namely (1) planning: determining needs and goals, gathering resources, and generating ideas. (2) design: create flowcharts, create storyboards, and prepare scripts. (3) development: producing video and audio, programming material, preparing supporting components, evaluating and revising. The results of this development research are learning video products that have been tested for their feasibility by media experts, material experts, and students as users of the media. The overall results of the trial showed results, good namely obtaining a Worthy category with details: (1) the material expert test obtained an average yield of 3.55 which was categorized as feasible (2) the media expert test obtained an average yield of 3.5 which was categorized as feasible (3) scale test small by students get 3.5 average results which are categorized as feasible, (4) large-scale test by students get an average yield of 3.19 which is categorized as feasible. Based on the results of the media feasibility test, it can be concluded that the video is learning feasible to use.


Author(s):  
Fahmi Rifaldi ◽  
Panahatan .

AbstrakPenelitian ini bertujuan untuk : (1) mengembangkan media pembelajaran interaktif menggunakan software adobe flash cs6 pada mata pelajaran instalasi penerangan listrik; (2) untuk mengetahui kelayakan media pembelajaran interaktif pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode penelitian pengembangan (research and development). Langkah-langkah pengembangan media pembelajaran interaktif ini meliputi : (1) Analisis (Analysis); (2) Perencanaan (Design); (3) Pengembangan (Development); dan (4) Validasi. Metode pengumpulan data pada penelitian ini menggunakan angket yang berisi pertanyaan-pertanyaan. Validasi media melibatkan 4 orang ahli media dan 2 orang sebagai pengguna (uji coba awal). Hasil uji awal coba oleh  pengguna berdasarkan pada indikator Panduan, indikator Materi Multimedia, indikator Evaluasi, indikator Desain dan Fasilitas Media memperoleh skor rata-rata 4,75 (Sangat Layak). Hasil validasi ahli media berdasarkan panduan informasi, kinerja program,  dan sistematika memperoleh skor rata-rata 4,69 (Sangat Layak). Berdasarkan seluruh hasil yang penelitian yang disimpulkan bahwa media pembelajaran interaktif sangat layak digunakan sebagai media pembelajaran pada mata pelajaran instalasi penerangan listrik di SMK Negeri 13 Medan. Kata Kunci : Media Pembelajaran Interaktif, Adobe Flash CS6 AbstractEnglish translation. English translation. This aims research to: (1) develop interactive learning media using adobe flash cs6 software on electrical lighting installation subjects; (2) to find out the feasibility of interactive learning media in the subjects of electrical lighting installations. This research uses research and development methods. The steps of developing this interactive learning medium include: (1) Analysis; (2) Planning (Design); (3) Development; and (4) Validation. The data collection method in this study uses questionnaires that contain questions. Media validation involves 4 media experts and 2 people as users (initial trial). The results of the initial trial by users based on the Guide indicator, Multimedia Materials indicator, Evaluation indicator, Design indicator and Media Facility obtained an average score of 4.75 (Very Feasible). Media expert validation results based on information guidance, program performance, and systematics earned an average score of 4.69 (Very Decent). Based on all the results of the research concluded that interactive learning media is very suitable to be used as a learning medium in the subjects of electric lighting installation in SMK Negeri 13 Medan.  Keywords: Interactive Learning Media, Adobe Flash CS6


2020 ◽  
Vol 11 (1) ◽  
pp. 44-57
Author(s):  
Muhammad Khairul Basyar

Education is the process of changing one's behavior through teaching and training so that they become more mature. The lack of application of PAI learning values ​​by students of SMP Insan Cendekia Mandiri Boarding School (ICMBS) Sidoarjo, has made the PAI teachers of SMP ICMBS innovate by developing integrated PAI learning. This is supported by the condition of school which based on the Boarding School. The purpose of this study is to describe how the development of ADDIE PAI learning model conducted by PAI SMP ICMBS teachers. The method used in this research is research and development methods. The results shows that the design of learning in the classroom is with the ADDIE model and with the concept of Building Learning Power (BLP). In addition, Teacher-centered methods sometimes also exist in schools. The development of PAI learning undertaken by SMP ICMBS teachers makes students better at implementing PAI learning values, beside the integrated PAI learning curriculum, as well as an excellent design system.


2016 ◽  
Vol 3 (1) ◽  
pp. 53
Author(s):  
Siska Miga Dewi ◽  
Mukminan Mukminan

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa SMK kecantikan kulit kelas X yang layak digunakan dalam proses pembelajaran rias wajah, dan (2) mengetahui keefektifan produk multimedia pembelajaran rias wajah dalam meningkatkan pengetahuan siswa. Model penelitian dan pengembangan ini dilakukan melalui tiga tahap, yaitu perencanaan, desain dan pengembangan. Proses validasi terhadap produk dilakukan dengan tahap uji alpha, uji beta dan uji coba produk. Hasil penelitian sebagai berikut. (a) Multimedia dikembangkan dinilai layak digunakan dalam pembelajaran ditinjau dari media, materi, dan penilaian siswa. Kelayakan tersebut dapat dilihat dari skor penilaian ahli media 4,2 kategori baik, skor ahli materi 4,9 kategori sangat baik, dan skor penilaian siswa 4,4 kategori sangat baik. (b) Multimedia pembelajaran rias wajah yang menggunakan Macromedia Flash dinilai efektif karena dapat meningkatkan pengetahuan siswa. Hal ini dibuktikan dengan hasil nilai pre-test dengan rata-rata nilai 61,0 dan nilai post-test dengan rata-rata nilai 83,9. Persentase ketuntasan belajar siswa 100%. Kata kunci: multimedia, rias wajah, kecantikanDEVELOPING MULTIMEDIA IN MAKE-UP LEARNING FOR INCREASING THE KNOWLEDGE OF GRADE X STUDENTSOF VOCATIONAL SCHOOL 0F SKIN BEAUTY Abstract This research aims to: (1) product multimedia on make-up learning in increasing students’ knowledge vocational of skin beauty, and (2) know the effectivness of multimedia product on make-up learning in increasing students’ knowledge on learning process. It applied the research and development with 3 stages, i.e.: planning, design, and development. The process of validation of this product was carried out through 3 stages, i.e.: alpha testing, beta testing and product testing. The results of the study are as follows. (a) Multimedia learning developed is judged worthy tobe used as a learning in terms of media, materials, and students’ assessment. Feasibility can be seen from the expert assessment score of 4.2 in media with good category, a score of 4.9 with category expert material very good, and students’ assessment score of 4.4 with very good category. (b) Multimedia on makeup learning using Macromedia Flash is considered effective because it can increase students' knowledge. This is evidenced by the results of the pre-test with an average value of 61.0 and a post-test value with an average value of 83.9. The percentage of students’ learning mastery is 100%. Keywords: multimedia, make-up, beauty


2020 ◽  
Vol 8 (2) ◽  
pp. 376
Author(s):  
Kesya Marcella Tjampan ◽  
Saptono Nugroho

The strategy forming tourist attraction to attract repeating guest is by developing entertainment tourism which offers sense of pleasure, satisfaction, and valuable experience. Uluwatu Kecak Fire Dance in Outer Area Uluwatu Temple was recognized as the most famous entertainment forms by domestic visitors. This aim of study is to identifying characteristics and measuring perception of domestic visitors to Uluwatu Kecak Fire Dance based on seven operational dimensions of entertainment tourism (Learning, Enjoyment, Escape, Refreshment, Novelty, Involvement, and Local Culture). The research used qualitative method with data collection techniques are questionnaire (number of samples were 65 respondents) and literature study. The data analysis technique used descriptive statistical analysis with continuum lines. The results showed that the perception of 65 domestic visitors for entertainment tourism in Uluwatu Temple were strongly agreed on Learning (277.5) and Enjoyment (285). While perception that were agreed are Escape (227), Refreshment (248.5), Novelty (259.25), Involvement (266), and Local Culture (272.33). In determining the dominant indicators of each dimension of entertainment tourism, the author uses the highest frequency capacity value. The three dimensions with highest average value are Enjoyment (285), Learning (277.5), and Local Culture (272.33). The administrator Outer Area Uluwatu Temple emphasize strategies that can maintain the three dimensions of entertainment tourism that have a dominant value, which is the Enjoyment dimension, Learning dimension, and the Local Culture dimension.   Keyword: Visitor Perception, Socio-demographic Characteristics, Entertainment Tourism, Domestic Visitors


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